Chimera

Chimera

Large beast
Challenge

STR
4
DEX
0
CON
4
INT
−4
WIS
2
CHA
0

114
12d10+48
16
Soak
1
Fort
+5
Ref
+3
Will
+2
Defense note natural armor

Speed 5 m., fly 10 m.
Skills Perception +4 (15)
Senses darkvision 10 m.
Languages understands Draconic but can’t speak

Maneuvers. The chimera uses maneuvers (maneuver save Difficulty 15). It has 12 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: charge, dive attack, fearsome beast, rampage, spring attack

2 stamina dice: frenzy, retaliate

Actions (3)

Bite (1/turn). Melee Weapon Attack: +6 to hit. Hit: 11 (2d6 + 4) piercing damage.

Horns (1/turn). Melee Weapon Attack: +6 to hit. Hit: 10 (1d12 + 4) bludgeoning damage.

Claws (1/turn). Melee Weapon Attack: +6 to hit. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Costs 2 actions; Recharge 5–6). The chimera exhales fire in a 5-meter cone or line. Each creature in that area must make a Difficulty 15 Reflex saving throw. On a failure, a creature takes 45 (13d6) fire damage and is burning 2. On a success, a creature takes half as much damage and isn’t burning.

Grassland, Hill, Mountain, Underdarksrd

Maneuvers

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature hits you with a melee attack, make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.